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0 Clean SlateAbout friedbrice
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http://img78.imageshack.us/img78/656/desk0ly.jpg align=baseline> 'nuff said
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Date: 8/15/2005 5:30:29 PM Author: edcase2k4-thugangel1983 friedbrice: that sounds kool but woulod it mean that it would need to work like NAM puzzle pieces? i assume this is only how diagonal streets and ground light rail work (i haven't had a chance to use either yet!) so basically, any roads with buslanes would be created by placing them tile by tile?? if this is the only way possible then that is fair enough but i don't think it would be that user-friendly for most users unfortunately. laying avenues in your city with bus-lanes would be quite complicated making sure you have used the correct pieces as the selection would be HUGE (whereas one-way would not be as bad, but still extensive)... quote> i think we're talking about two different projects. my suggestion was that the ANT be made into an entierly bus-only network, not a network combining bus-only lanes and mixed-flow lanes. you know who the person to ask is! PM the7thtrumpet and ask him if path files are specific to vehicle type, so that buses can be seen going down one lane and passenger cars can be seen going down a different lane. tropod might also be able to tell you.
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Date: 8/15/2005 12:59:39 PM Author: edcase2k4-thugangel1983 damn that's a shame... i guess that particular method won't work. meaning a new netowrk using the ANT is the only possibility? and i sense that doing it that way would be one hell of a big project when i consider everything that would be involved... not only would all new textures and rules need to be created for the new network, but it would also need to be able to connect to all exisitng road networks. a mammoth project quote> if you wanted to use the ANT as a bus-only network it wouldn't be that hard. the paths and rules already exist, you just have to turn the speed to anything but busses to zero. new textures is a handful of work, but you already anticipated that.
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Date: 8/15/2005 9:20:53 AM Author: edcase2k4-thugangel1983 if a 'lot' is created that can be plopped down on avenue or one-way road piece, this could have an overlay texture of the bus-lane piece for that texture i'd hate to wreck your enthusiasm, especially for such a neat project , but the .exe doesn't allow two transit enabled lots to be placed next to each other, such as the old light rail mod or the road top bus stops or urban legends traffic control lots. if you place these over a road, the .exe won't allow another one to be placed next to it. it's a compromise, but the ANT can be turned into a bus-only network, either by modding the speeds of all other network types to zero or by using urban legend's bus only lot (over a regular road first and then extending it with the ANT).
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what are the instance IDs of those intersections, and what are the instance IDs of their counterpart non-intersection avenue sections? (does what i asked make any sense? i think i know what i'm taking about, but i'm not sure)
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Date:11/2/2004 2:10:47 PM Author:JohnB I know that you included some lots with the concrete tram track, but I can't seem to add those to the tram station and have the tram ride along on them. Am I doing something wrong?quote> No, you're not doing anything wrong. It's a game limitation that prevents this. You can't have two transit-enabled network lots next to each other (as in road-top bus stops and HOV lane stickers) so you have to build the track sections at least one tile apart and connect the station and the tracks with rails.
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in the current version, sims can drive to the tram stations and then board a train. since there's no parking at the station, can you change the next version so that sims have to walk (or bus) to the station? that would be more realistic.
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i have the sounds to go with it, too
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what would be kinda neat, you see in old pictures of the autobaugn where all the onramps are little tiny cloverleafs, and in california, some freeway onramps and expressways intersections are small, low-speed, low-capacity cloverleafs. if someone could make a small-sized cloverleaf with a lower capacity than the full-sized one, it could be used as onramps and for expressways.
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Date: 8/18/2004 6:24:41 AM Author: hoonyr I was wondering if it would be possible to create a traffic-light junction for ground highways in an add-on ? i know that it is possible to use avenues to create a junction for highways but 1) its not very astetic (sp) 2) i think the congestion created by is too big (due to transition to avenue + junction itslef) In Tel-Aviv, were i live, we have 'big-high-speed-avenues' that are practically ground highways but they have junctions about 1 KM apart and usualy the junctions have a ground-level-ramp-like right turn to help make the junction less time costly. quote> i think what you're talking about it like an expressway intersection, with some right-turning lanes and yield signs and things like that. I think that's an awesome idea to help relieve tension at really busy intersections.
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could someone make a side onramp/offramp for one-way roads that doesn't have a tile between the road and the highway? (the one-way road and highway would run right next to each other.) these could be used with multi-highways and on highways with feeder roads.
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Date: 8/10/2004 4:44:14 AM Author: d2f As for your comment regarding six wars in the span of one hundred years, I disagree. Only four wars - WWI, WWII, and the Cold and Korean Wars - were necessary. The rest were a total waste of blood and lives.quote> so you're saying that the UN should have let Iraq keep Kuwait?
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maybe just leave the ramps on the outside in seperate tiles, like the normal highway. or you can take the inside lane of the avenue and have it end in a ramp up to the inside lane of the highway, becoming the third lane of the highway. then at some point further down the way, the third lane of the freeway will end in a ramp that goes down and becomes the inside lane on the avenue. so basically, you'll have alternating sections of one lane below, three on top, and two lanes below two on top, with the inside lane always switching from top to bottom and bottom to top. (I hope that makes sense) That way you have less capacity than having a three lane highway over a two lane avenue, but you save space by not having to place onramps on the sides. I don't know if that's possible to make, though.
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Date: 7/16/2004 8:53:16 PM Author: Tropod, are those doubledeckers going to have the properties of the hiways so the zones do not try to catapult up to the upper deck like in your pic? Or are there limitations? quote> I like the idea of double networks with highways or rails on top of roads much better than having roads on top of roads, just because of the jumping issue, though i realize that most people don't care.
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i like iamrobk's idea too, except that i think the on/off ramps should be in the middle so that they don't get in the way of people trying to drive off the road onto a lot (not an actual in-game issue, just a theoretica/aesthetical issue).
